CN111145326B - Processing method of three-dimensional virtual cloud model, storage medium, processor and electronic device - Google Patents

Processing method of three-dimensional virtual cloud model, storage medium, processor and electronic device Download PDF

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CN111145326B
CN111145326B CN201911370505.6A CN201911370505A CN111145326B CN 111145326 B CN111145326 B CN 111145326B CN 201911370505 A CN201911370505 A CN 201911370505A CN 111145326 B CN111145326 B CN 111145326B
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dimensional virtual
cloud model
virtual cloud
vertex
rendering
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CN111145326A (en
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唐成
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/603D [Three Dimensional] animation of natural phenomena, e.g. rain, snow, water or plants
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects

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  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
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Abstract

The invention discloses a processing method of a three-dimensional virtual cloud model, a storage medium, a processor and an electronic device. The method comprises the following steps: acquiring the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background; performing fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result; and mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene. The method solves the technical problem that the mode of realizing cloud layer rendering by using the map cloud of the material provided by the related technology lacks of volume sense and dynamic effect.

Description

Processing method of three-dimensional virtual cloud model, storage medium, processor and electronic device
Technical Field
The present invention relates to the field of computers, and in particular, to a method for processing a three-dimensional virtual cloud model, a storage medium, a processor, and an electronic device.
Background
At present, cloud layer rendering is a popular subject in the game field. Two solutions are mainly provided in the related art.
According to the scheme I, the form of the cloud layer is drawn on the map, and then the map is used on the sky sphere, so that cloud layer information is obtained through UV animation and disturbance processing. The advantages of this implementation are: the hardware performance cost is small, and cloud layer information can be drawn by executing sampling operation only once at the minimum. However, it has obvious drawbacks: the lack of depth information cannot embody the sense of volume of the cloud layer.
And a second scheme is that a ray marking mode is used for obtaining volume cloud, and the mode is an implementation mode that more end-play is used. The advantages of this implementation are: the natural and smooth cloud layer change can be obtained, the transformation of the cloud layer can be simulated as much as possible, and the volume sense is very strong. However, it has obvious drawbacks: the hardware performance overhead of using ray marking is large, so if such cloud performance involves game functions, it will be difficult to be compatible with most of the mobile devices on the market.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
At least some embodiments of the present invention provide a processing method, a storage medium, a processor, and an electronic device for a three-dimensional virtual cloud model, so as to at least solve a technical problem that a manner of rendering a cloud layer by using a texture mapping cloud provided in a related technology lacks of a volume sense and a dynamic effect.
According to one embodiment of the present invention, there is provided a method for processing a three-dimensional virtual cloud model, including:
acquiring the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background; performing fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result; and mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Optionally, obtaining the current morphology of the three-dimensional virtual cloud model within the game scene includes: obtaining vertex animation data of a three-dimensional virtual cloud model; the current morphology of the three-dimensional virtual cloud model is determined based on the vertex animation data.
Optionally, acquiring vertex animation data of the three-dimensional virtual cloud model includes: determining the vertex local coordinates of the three-dimensional virtual cloud model, game progress data and vertex change frequency of the three-dimensional virtual cloud model as input parameters of a sine function, and calculating a first vertex offset of the three-dimensional virtual cloud model; multiplying the first vertex offset by the vertex normal direction to obtain a second vertex offset along the normal direction; and adding and calculating the second vertex offset and the world coordinates of the vertexes of the three-dimensional virtual cloud model to obtain vertex animation data.
Optionally, acquiring vertex animation data of the three-dimensional virtual cloud model includes: dividing the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and drawing the offset of each vertex of each triangular patch in the plurality of triangular patches in each frame of image into a position map; calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, the game progress data and the vertex change frequency of the three-dimensional virtual cloud model; sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image; and adding the vertex offset and the world coordinates of the vertex to obtain vertex animation data.
Optionally, performing blurring and noise processing on the current form of the three-dimensional virtual cloud model, and obtaining a second rendering result includes: rendering color information of the three-dimensional virtual cloud model to a first rendering target and rendering depth information of the three-dimensional virtual cloud model to a second rendering target based on the current form of the three-dimensional virtual cloud model; carrying out fuzzy processing on the second rendering target by adopting Gaussian blur to obtain mask information; executing fuzzy operation by using the first rendering target and the mask information to obtain a fuzzy result; and performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain a second rendering result.
Optionally, performing blurring and noise processing on the current form of the three-dimensional virtual cloud model, and obtaining a second rendering result includes: rendering color information of the three-dimensional virtual cloud model to a first rendering target based on the current form of the three-dimensional virtual cloud model; executing fuzzy operation by using the first rendering target to obtain a fuzzy result; and performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain a second rendering result.
Optionally, the three-dimensional virtual cloud model is transformed from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
According to an embodiment of the present invention, there is further provided a processing apparatus for a three-dimensional virtual cloud model, including:
the acquisition module is used for acquiring the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background; the first processing module is used for carrying out fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result; and the second processing module is used for carrying out mixed processing on the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Optionally, the acquiring module includes: the acquisition unit is used for acquiring vertex animation data of the three-dimensional virtual cloud model; and the determining unit is used for determining the current form of the three-dimensional virtual cloud model based on the vertex animation data.
Optionally, the acquiring unit is configured to determine, as input parameters of the sine function, a local coordinate of a vertex of the three-dimensional virtual cloud model, game progress data, and a vertex change frequency of the three-dimensional virtual cloud model, and calculate a first vertex offset of the three-dimensional virtual cloud model; multiplying the first vertex offset by the vertex normal direction to obtain a second vertex offset along the normal direction; and adding and calculating the second vertex offset and the world coordinates of the vertexes of the three-dimensional virtual cloud model to obtain vertex animation data.
Optionally, the acquiring unit is configured to split the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and draw an offset of each vertex of each triangular patch in the plurality of triangular patches in each frame of image into the position map; calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, the game progress data and the vertex change frequency of the three-dimensional virtual cloud model; sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image; and adding the vertex offset and the vertex world coordinates to obtain vertex animation data.
Optionally, the first processing module includes: a first rendering unit for rendering color information of the three-dimensional virtual cloud model to a first rendering target and rendering depth information of the three-dimensional virtual cloud model to a second rendering target based on a current form of the three-dimensional virtual cloud model; the first processing unit is used for carrying out fuzzy processing on the second rendering target by adopting Gaussian blur to obtain mask information; the second processing unit is used for executing blurring operation by using the first rendering target and the mask information to obtain a blurring result; and the third processing unit is used for performing disturbance processing on the fuzzy result through sampling the pre-designated noise map to obtain a second rendering result.
Optionally, the first processing module includes: the second rendering unit is used for rendering the color information of the three-dimensional virtual cloud model to the first rendering target based on the current form of the three-dimensional virtual cloud model; the fourth processing unit is used for executing fuzzy operation by utilizing the first rendering target to obtain a fuzzy result; and the fifth processing unit is used for performing disturbance processing on the fuzzy result through sampling the pre-designated noise map to obtain a second rendering result.
Optionally, the three-dimensional virtual cloud model is transformed from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
According to an embodiment of the present invention, there is also provided a storage medium in which a computer program is stored, wherein the computer program is configured to execute the processing method of the three-dimensional virtual cloud model in any one of the above-mentioned aspects when run.
According to an embodiment of the present invention, there is further provided a processor for running a program, where the program is configured to execute the processing method of the three-dimensional virtual cloud model in any one of the above-mentioned aspects at runtime.
According to an embodiment of the present invention, there is also provided an electronic device including a memory, in which a computer program is stored, and a processor configured to run the computer program to perform the method of processing the three-dimensional virtual cloud model in any one of the above.
In at least some embodiments of the present invention, a manner of obtaining a current form of a three-dimensional virtual cloud model and a first rendering result of a virtual sky background is adopted, and a second rendering result is obtained by blurring and noise processing the current form of the three-dimensional virtual cloud model, and the first rendering result and the second rendering result are mixed to obtain a target display result of the three-dimensional virtual cloud model in a game scene, so that a cloud layer simulation manner of processing cloud layer rendering as the three-dimensional virtual cloud model is used for replacing a cloud layer rendering manner of firstly drawing the form of the cloud layer onto a map, and then the map is used for obtaining a cloud layer rendering manner of volume cloud by using a cloud layer rendering manner on a sky sphere or using a ray marching manner, thereby realizing the technical effects of not only meeting controllable cloud layer form, but also displaying cloud layer rendering characteristics as much as possible, and reducing hardware performance cost, and further solving the technical problem that the map cloud layer rendering manner using materials provided in the related technology lacks volume sense and dynamic effect.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiments of the invention and together with the description serve to explain the invention and do not constitute a limitation on the invention. In the drawings:
FIG. 1 is a flow chart of a method of processing a three-dimensional virtual cloud model according to one embodiment of the invention;
FIG. 2 is a schematic diagram of a material-based implementation of a cloud layer effect according to the related art;
FIG. 3 is a schematic diagram of implementing cloud effects using a three-dimensional virtual cloud model according to an alternative embodiment of the present invention;
FIG. 4 is a schematic diagram of rendering a three-dimensional virtual ship model into a three-dimensional virtual cloud model in accordance with an alternative embodiment of the invention;
FIG. 5 is a schematic diagram of a vertex change and perturbation process using a sinusoidal function and game progress in accordance with an alternative embodiment of the present invention;
FIG. 6 is a schematic diagram of a vertex change and perturbation process using position mapping and game progress in accordance with an alternative embodiment of the present invention;
fig. 7 is a block diagram of a processing apparatus for a three-dimensional virtual cloud model according to an embodiment of the present invention.
Detailed Description
In order that those skilled in the art will better understand the present invention, a technical solution in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present invention without making any inventive effort, shall fall within the scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present invention and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the invention described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to one embodiment of the present invention, there is provided an embodiment of a method for processing a three-dimensional virtual cloud model, it should be noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer-executable instructions, and that although a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different from that herein.
The method embodiments may be performed in a mobile terminal, a computer terminal, or similar computing device. Taking the example of running on a mobile terminal, the mobile terminal may include one or more processors (only one shown in fig. 1), which may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processor (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), etc., and a memory for storing data. Optionally, the mobile terminal may further include a transmission device, an input/output device, and a display device for a communication function. It will be appreciated by those of ordinary skill in the art that the foregoing structural descriptions are merely illustrative and are not intended to limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than the above structural description, or have a different configuration than the above structural description.
The memory may be used to store a computer program, for example, a software program of application software and a module, for example, a computer program corresponding to a processing method of a three-dimensional virtual cloud model in an embodiment of the present invention, and the processor executes the computer program stored in the memory, thereby executing various functional applications and data processing, that is, implementing the processing method of the three-dimensional virtual cloud model. The memory may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory. In some examples, the memory may further include memory remotely located with respect to the processor, the remote memory being connectable to the mobile terminal through a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device is used for receiving or transmitting data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device includes a network adapter (Network Interface Controller, simply referred to as NIC) that can connect to other network devices through the base station to communicate with the internet. In one example, the transmission device may be a Radio Frequency (RF) module, which is used to communicate with the internet wirelessly.
Display devices may be, for example, touch screen type Liquid Crystal Displays (LCDs) and touch displays (also referred to as "touch screens" or "touch display screens"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI), and the user may interact with the GUI by touching finger contacts and/or gestures on the touch-sensitive surface, where the man-machine interaction functions optionally include the following interactions: executable instructions for performing the above-described human-machine interaction functions, such as creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving electronic mail, talking interfaces, playing digital video, playing digital music, and/or web browsing, are configured/stored in a computer program product or readable storage medium executable by one or more processors.
In this embodiment, a method for processing a three-dimensional virtual cloud model running on the mobile terminal is provided, and fig. 1 is a flowchart of a method for processing a three-dimensional virtual cloud model according to one embodiment of the present invention, as shown in fig. 1, the method includes the following steps:
Step S12, obtaining the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background;
step S14, blurring and noise processing are carried out on the current form of the three-dimensional virtual cloud model, and a second rendering result is obtained;
and S16, mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Through the steps, a mode of acquiring the current form of the three-dimensional virtual cloud model and the first rendering result of the virtual sky background can be adopted, the current form of the three-dimensional virtual cloud model is subjected to blurring and noise processing to obtain the second rendering result, and the first rendering result and the second rendering result are subjected to mixed processing to obtain the target display result of the three-dimensional virtual cloud model in the game scene, so that the technical problem that the cloud simulation mode of using cloud layer rendering as the three-dimensional virtual cloud model rendering is used for replacing the mode of firstly drawing the form of the cloud layer onto the map, and then the cloud layer rendering mode of using the map on a sky sphere or the cloud layer rendering mode of using a ray marching mode to obtain volume cloud is achieved, the purposes of meeting the controllable cloud layer form, displaying cloud layer rendering characteristics as much as possible, and reducing the technical effect of hardware performance cost are achieved, and the technical problem that the cloud layer rendering mode of using materials provided in the related technology lacks volume sense and dynamic effect of realizing cloud layer is solved.
In the related art, fig. 2 is a schematic diagram of a cloud effect achieved using a material method according to the related art, and as shown in fig. 2, if the cloud effect is achieved using a material method for 24 hours, it is found that the cloud effect lacks a sense of volume. However, if the volume cloud mode is adopted to realize the dynamic effect of the cloud layer, the hardware performance cost is too large and the controllability of the cloud layer action and the form cannot be met. Therefore, in order to achieve both hardware processing performance and cloud layer expression effect, the embodiment of the invention provides a new cloud layer simulation mode, wherein cloud layer rendering is treated as three-dimensional virtual cloud model rendering, disturbance and blurring processes on the model are increased, various three-dimensional virtual cloud models can be manufactured through external tools, and cloud layer forms can be freely controlled. Fig. 3 is a schematic diagram of implementing a cloud layer effect by using a three-dimensional virtual cloud model according to an alternative embodiment of the present invention, as shown in fig. 3, not only multiple three-dimensional virtual cloud models may be preconfigured, and dynamic changes thereof may be implemented by vertex animation, but also edge expressions of the three-dimensional virtual cloud models may be softened by a post-processing manner, so as to obtain a target display result.
The current form of the three-dimensional virtual cloud model refers to a form displayed by the three-dimensional virtual cloud model in each frame of image, and the form change can be determined by calculating the world coordinate offset of the vertex between every two adjacent frames of images in a vertex animation mode. The first rendering result of the virtual sky background is a rendering result of a sky sphere, and the rendering result of the sky sphere is a two-dimensional map.
In an alternative embodiment, the three-dimensional virtual cloud model is transformed from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
In terms of model diversity, since the three-dimensional virtual cloud model itself is realized by vertex animation in combination with Blur (noise), in theory any three-dimensional virtual cloud model can be rendered into a cloud form. In addition, the vertex offset, the shape and the speed of each three-dimensional virtual cloud model can be flexibly controlled, and the learning cost is low.
Fig. 4 is a schematic diagram of rendering a three-dimensional virtual ship model into a three-dimensional virtual cloud model according to an alternative embodiment of the present invention, and as shown in fig. 4, the three-dimensional virtual cloud model is in an original form of the three-dimensional virtual ship model, and the three-dimensional virtual ship model may be rendered into the three-dimensional virtual cloud model by combining vertex animation with a blue operation. In addition, other types of three-dimensional virtual cloud models (e.g., three-dimensional virtual flight class models, three-dimensional virtual building class models) can be converted into corresponding three-dimensional virtual cloud models. And will not be described in detail herein.
Optionally, in step S12, acquiring the current morphology of the three-dimensional virtual cloud model within the game scene may include the following execution steps:
step S121, vertex animation data of a three-dimensional virtual cloud model are obtained;
step S122, determining the current form of the three-dimensional virtual cloud model based on the vertex animation data.
In the configuration process of the three-dimensional virtual cloud model, the dynamic change of the cloud layer can be simulated in the following two ways generally: one is skeletal animation and the other is vertex animation. Because of the complex cloud layer expression requirement in a game scene and the difficulty in expressing cloud layer transformation by using skeleton animation, the embodiment of the invention adopts a vertex animation mode to simulate the dynamic change of the cloud layer.
Alternatively, in step S121, acquiring vertex animation data of the three-dimensional virtual cloud model may include performing the steps of:
step S1211, determining the local coordinates of the vertexes of the three-dimensional virtual cloud model, game progress data and the vertex change frequency of the three-dimensional virtual cloud model as input parameters of a sine function, and calculating a first vertex offset of the three-dimensional virtual cloud model;
step S1212, performing multiplication operation on the first vertex offset and the vertex normal direction to obtain a second vertex offset along the normal direction;
Step S1213, performing addition calculation on the second vertex offset and the world coordinates of the vertices of the three-dimensional virtual cloud model to obtain vertex animation data.
In an alternative embodiment of the present invention, vertex changes and perturbation processing may be performed using a sinusoidal function and game progress. Fig. 5 is a schematic diagram of vertex change and perturbation processing using a sine function and game progress according to an alternative embodiment of the present invention, as shown in fig. 5, first, using local coordinates of a vertex of a three-dimensional virtual cloud model (i.e., a cartesian coordinate system established with a specific position of the model itself as an origin), game progress data (i.e., a game progress duration), and a frequency of the vertex change of the three-dimensional virtual cloud model as input parameters, changing world coordinates of the vertex of the three-dimensional virtual cloud model (i.e., a cartesian coordinate system established with a specific position in a game scene as an origin) using the sine function, and obtaining a world coordinate position of each vertex obtained from the local coordinate system by transforming a matrix to obtain a world coordinate position of the vertex in the world space, then multiplying the vertex offset by a normal direction of the vertex to obtain a vertex offset along the normal direction, and finally, adding the vertex offset and the vertex coordinate to obtain the world coordinate after perturbation processing (i.e., the vertex animation data). The implementation process of the method is quite simple, and only the deviation is needed in the normal direction of the vertex.
Alternatively, in step S121, acquiring vertex animation data of the three-dimensional virtual cloud model may include performing the steps of:
step S1214, splitting the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and drawing the offset of each vertex of each triangular patch in the plurality of triangular patches in each frame of image into a position map;
step S1215, calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, the game progress data and the change frequency of the vertexes of the three-dimensional virtual cloud model;
step S1216, sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image; and adding the vertex offset and the world coordinates of the vertex to obtain vertex animation data.
In an alternative embodiment of the present invention, a mapping tool may be used to map the position map, and then sample the position map to output the vertex offset in the current frame of image. FIG. 6 is a schematic diagram of vertex change and perturbation processing using position mapping and game progress according to an alternative embodiment of the present invention, as shown in FIG. 6, a three-dimensional virtual cloud model is first split into a plurality of triangular patches in a mapping tool, and then dynamic effects are produced by using the mapping tool, and each frame offset of each vertex of each of the plurality of triangular patches is further mapped into the position mapping. And secondly, calculating to obtain the vertex target sampling coordinate (namely vertex world coordinate) of the three-dimensional virtual cloud model by using the vertex original sampling coordinate (namely vertex local coordinate) of the three-dimensional virtual cloud model, game progress data and vertex change frequency of the three-dimensional virtual cloud model. Then, during the game running process, the position map is sampled by using the vertex shader to output the vertex offset in the current frame image. And finally, adding the vertex offset and the vertex world coordinates to obtain the vertex coordinates (namely the vertex animation data) after disturbance processing.
Optionally, in step S14, performing blurring and noise processing on the current form of the three-dimensional virtual cloud model, to obtain the second rendering result may include the following execution steps:
step S141, based on the current form of the three-dimensional virtual cloud model, rendering the color information of the three-dimensional virtual cloud model to a first rendering target, and rendering the depth information of the three-dimensional virtual cloud model to a second rendering target;
step S142, blurring the second rendering target by Gaussian blur to obtain mask information;
step S143, performing blurring operation by using the first rendering target and the mask information to obtain a blurring result;
and S144, performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain a second rendering result.
After the three-dimensional virtual cloud model vertex animation is configured, if the three-dimensional virtual cloud model vertex animation is directly applied to a game scene, a hard edge exists between the three-dimensional virtual cloud model and a sky sphere (namely, a cloud layer boundary is quite obvious and cannot be effectively fused with the whole sky), so that a cloud layer rendering effect is difficult to achieve, and therefore, one-time blurring processing needs to be performed on the three-dimensional virtual cloud model.
For a mobile device with a higher hardware configuration, first, a three-dimensional virtual cloud model is rendered onto a rendering target (render target, i.e., a two-dimensional map determined according to a screen size, for storing color information of the three-dimensional virtual cloud model) and labeled as diffuse target. Meanwhile, depth information of the three-dimensional virtual cloud model needs to be stored on a depth rendering target (depth render target, which is used for storing pixel-level depth information of the three-dimensional virtual cloud model) and marked as a depth target. Since it is necessary to clarify the boundary position of the model rendering flare in the course of performing the b-blur process, it is possible to calculate the range of blur and directly draw a mask with the depth target. That is, the depth target is subjected to one-time blurring processing by using gaussian blurring to obtain mask information. Then, the blurring operation is performed by combining the difference target with the mask information, and meanwhile, a pre-designated noise map is resampled to perform disturbance processing, so that the second rendering result is obtained.
However, it is considered that after the above-described operation is performed, since the alpha value of the edge is not 0 and the color of the edge is black, this may cause the edge color to be blackened during the post-processing stage and the background execution of the blend processing. Therefore, in order to solve this problem, the rendering process of the three-dimensional virtual cloud model may be put into the process of rendering the sky sphere (i.e., sky pass), and then the result of the sky pass may be set as a background (background).
Finally, the three-dimensional virtual cloud model and the background (namely, the rendering result of the sky sphere) can be subjected to primary mixing (end) treatment, and a final result is obtained.
Optionally, in step S14, performing blurring and noise processing on the current form of the three-dimensional virtual cloud model, to obtain the second rendering result may include the following execution steps:
step S145, based on the current form of the three-dimensional virtual cloud model, rendering the color information of the three-dimensional virtual cloud model to a first rendering target;
step S146, a first rendering target is utilized to execute fuzzy operation, and a fuzzy result is obtained;
step S147, performing disturbance processing on the fuzzy result by sampling the pre-designated noise map to obtain a second rendering result.
For a mobile device with a lower hardware configuration, the use of a depth rendering target to get mask process may be omitted, whereby the number of samples may be saved and the resolution of the rendering target may be reduced. First, a three-dimensional virtual cloud model is rendered onto a render target (render target) and labeled diffuse target. Then, the blurring operation is performed by using the diffuse target, and at the same time, a pre-designated noise map is resampled to perform disturbance processing, so that the second rendering result is obtained.
According to the embodiment of the invention, if the cloud volume is realized by using the ray marking method provided in the related technology, the sampling frequency needs to reach about 300 times to basically meet the use requirement of a game scene, and the form of a cloud layer is difficult to control. In contrast, by adopting the technical scheme provided by the embodiment of the invention, the sampling times can be effectively controlled within 80 times so as to meet the use requirement of a game scene. The use of depth rendering targets to get masking process may be omitted for mobile devices with lower hardware configurations, whereby 16-36 samples may be saved and the resolution of rendering targets may be reduced, for example: the resolution is reduced to 1/4 of the original resolution, and a better cloud layer effect can be achieved.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method according to the embodiments of the present invention.
The embodiment also provides a processing device of the three-dimensional virtual cloud model, which is used for implementing the above embodiment and the preferred implementation manner, and the description is omitted. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 7 is a block diagram of a processing apparatus for a three-dimensional virtual cloud model according to an embodiment of the present invention, as shown in fig. 7, the apparatus includes: the obtaining module 10 is configured to obtain a current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background; the first processing module 20 is configured to perform blurring and noise processing on a current form of the three-dimensional virtual cloud model, so as to obtain a second rendering result; the second processing module 30 is configured to perform a mixing process on the first rendering result and the second rendering result, so as to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Optionally, the acquisition module 10 includes: an acquisition unit (not shown in the figure) for acquiring vertex animation data of the three-dimensional virtual cloud model; a determining unit (not shown in the figure) for determining a current shape of the three-dimensional virtual cloud model based on the vertex animation data.
Optionally, an obtaining unit (not shown in the figure) is configured to determine, as input parameters of a sine function, local coordinates of vertices of the three-dimensional virtual cloud model, game progress data, and vertex change frequency of the three-dimensional virtual cloud model, and calculate a first vertex offset of the three-dimensional virtual cloud model; multiplying the first vertex offset by the vertex normal direction to obtain a second vertex offset along the normal direction; and adding and calculating the second vertex offset and the world coordinates of the vertexes of the three-dimensional virtual cloud model to obtain vertex animation data.
Optionally, an acquiring unit (not shown in the figure) is configured to split the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and draw an offset of each vertex of each triangular patch in the plurality of triangular patches in each frame image into a position map; calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, the game progress data and the vertex change frequency of the three-dimensional virtual cloud model; sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image; and adding the vertex offset and the vertex world coordinates to obtain vertex animation data.
Optionally, the first processing module 20 includes: a first rendering unit (not shown in the figure) for rendering color information of the three-dimensional virtual cloud model to a first rendering target and rendering depth information of the three-dimensional virtual cloud model to a second rendering target based on a current form of the three-dimensional virtual cloud model; a first processing unit (not shown in the figure) for blurring the second rendering target using gaussian blur to obtain mask information; a second processing unit (not shown in the figure) for performing a blurring operation using the first rendering object and the mask information to obtain a blurring result; and a third processing unit (not shown in the figure) for performing disturbance processing on the fuzzy result by sampling the pre-designated noise map to obtain a second rendering result.
Optionally, the first processing module 20 includes: a second rendering unit (not shown in the figure) for rendering color information of the three-dimensional virtual cloud model to the first rendering target based on a current form of the three-dimensional virtual cloud model; a fourth processing unit (not shown in the figure) for performing a blurring operation using the first rendering target to obtain a blurring result; and a fifth processing unit (not shown in the figure) for performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain a second rendering result.
Optionally, the three-dimensional virtual cloud model is converted from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
It should be noted that each of the above modules may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the modules are all located in the same processor; alternatively, the above modules may be located in different processors in any combination.
An embodiment of the invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
Alternatively, in the present embodiment, the above-described storage medium may be configured to store a computer program for performing the steps of:
s1, acquiring the current form of a three-dimensional virtual cloud model and a first rendering result of a virtual sky background;
s2, carrying out fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result;
and S3, mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Alternatively, in the present embodiment, the storage medium may include, but is not limited to: a usb disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing a computer program.
An embodiment of the invention also provides an electronic device comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, where the transmission device is connected to the processor, and the input/output device is connected to the processor.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
s1, acquiring the current form of a three-dimensional virtual cloud model and a first rendering result of a virtual sky background;
s2, carrying out fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result;
and S3, mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
Alternatively, specific examples in this embodiment may refer to examples described in the foregoing embodiments and optional implementations, and this embodiment is not described herein.
The foregoing embodiment numbers of the present invention are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present invention, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed technology content may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, for example, may be a logic function division, and may be implemented in another manner, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied essentially or in part or all of the technical solution or in part in the form of a software product stored in a storage medium, including instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present invention and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present invention, which are intended to be comprehended within the scope of the present invention.

Claims (17)

1. A method for processing a three-dimensional virtual cloud model, comprising:
acquiring the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background;
performing fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result;
and mixing the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
2. The method of claim 1, wherein obtaining a current morphology of the three-dimensional virtual cloud model within the game scene comprises:
obtaining vertex animation data of the three-dimensional virtual cloud model;
and determining the current form of the three-dimensional virtual cloud model based on the vertex animation data.
3. The method of claim 2, wherein obtaining the vertex animation data for the three-dimensional virtual cloud model comprises:
Determining the vertex local coordinates of the three-dimensional virtual cloud model, game progress data and vertex change frequency of the three-dimensional virtual cloud model as input parameters of a sine function, and calculating a first vertex offset of the three-dimensional virtual cloud model;
multiplying the first vertex offset by the vertex normal direction to obtain a second vertex offset along the normal direction;
and adding the second vertex offset and the world coordinates of the vertices of the three-dimensional virtual cloud model to obtain the vertex animation data.
4. The method of claim 2, wherein obtaining the vertex animation data for the three-dimensional virtual cloud model comprises:
dividing the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and drawing the offset of each vertex of each triangular patch in the plurality of triangular patches in each frame of image into a position map;
calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, game progress data and the change frequency of the vertexes of the three-dimensional virtual cloud model;
sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image;
And adding the vertex offset and the vertex world coordinates to obtain the vertex animation data.
5. The method of claim 1, wherein blurring and noise processing the current morphology of the three-dimensional virtual cloud model to obtain the second rendering result comprises:
rendering color information of the three-dimensional virtual cloud model to a first rendering target and rendering depth information of the three-dimensional virtual cloud model to a second rendering target based on the current form of the three-dimensional virtual cloud model;
performing fuzzy processing on the second rendering target by adopting Gaussian blur to obtain mask information;
executing fuzzy operation by using the first rendering target and the shade information to obtain a fuzzy result;
and performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain the second rendering result.
6. The method of claim 1, wherein blurring and noise processing the current morphology of the three-dimensional virtual cloud model to obtain the second rendering result comprises:
rendering color information of the three-dimensional virtual cloud model to a first rendering target based on the current form of the three-dimensional virtual cloud model;
Executing fuzzy operation by using the first rendering target to obtain a fuzzy result;
and performing disturbance processing on the fuzzy result by sampling a pre-designated noise map to obtain the second rendering result.
7. The method of claim 1, wherein the three-dimensional virtual cloud model is transformed from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
8. A processing apparatus for a three-dimensional virtual cloud model, comprising:
the acquisition module is used for acquiring the current form of the three-dimensional virtual cloud model and a first rendering result of the virtual sky background;
the first processing module is used for carrying out fuzzy and noise processing on the current form of the three-dimensional virtual cloud model to obtain a second rendering result;
and the second processing module is used for carrying out mixed processing on the first rendering result and the second rendering result to obtain a target display result of the three-dimensional virtual cloud model in the game scene.
9. The apparatus of claim 8, wherein the acquisition module comprises:
the acquisition unit is used for acquiring vertex animation data of the three-dimensional virtual cloud model;
And the determining unit is used for determining the current form of the three-dimensional virtual cloud model based on the vertex animation data.
10. The apparatus according to claim 9, wherein the obtaining unit is configured to determine, as input parameters of a sine function, a local coordinate of a vertex of the three-dimensional virtual cloud model, game progress data, and a vertex change frequency of the three-dimensional virtual cloud model, and calculate a first vertex offset of the three-dimensional virtual cloud model; multiplying the first vertex offset by the vertex normal direction to obtain a second vertex offset along the normal direction; and carrying out addition calculation on the second vertex offset and the vertex world coordinates of the three-dimensional virtual cloud model to obtain the vertex animation data.
11. The apparatus according to claim 9, wherein the obtaining unit is configured to split the three-dimensional virtual cloud model into a plurality of triangular patches in advance, and draw an offset of each vertex of each triangular patch in the plurality of triangular patches in each frame image into a position map; calculating the world coordinates of the vertexes of the three-dimensional virtual cloud model by using the local coordinates of the vertexes of the three-dimensional virtual cloud model, game progress data and the change frequency of the vertexes of the three-dimensional virtual cloud model; sampling the position map by using a vertex shader, and outputting the vertex offset in the current frame of image; and adding the vertex offset and the vertex world coordinates to obtain the vertex animation data.
12. The apparatus of claim 8, wherein the first processing module comprises:
a first rendering unit configured to render color information of the three-dimensional virtual cloud model to a first rendering target and render depth information of the three-dimensional virtual cloud model to a second rendering target based on a current form of the three-dimensional virtual cloud model;
the first processing unit is used for carrying out fuzzy processing on the second rendering target by adopting Gaussian blur to obtain mask information;
the second processing unit is used for executing blurring operation by utilizing the first rendering target and the shade information to obtain a blurring result;
and the third processing unit is used for performing disturbance processing on the fuzzy result through sampling a pre-designated noise map to obtain the second rendering result.
13. The apparatus of claim 8, wherein the first processing module comprises:
a second rendering unit, configured to render color information of the three-dimensional virtual cloud model to a first rendering target based on a current morphology of the three-dimensional virtual cloud model;
a fourth processing unit, configured to execute a blurring operation by using the first rendering target, to obtain a blurring result;
And a fifth processing unit, configured to perform disturbance processing on the blurred result by sampling a pre-specified noise map, so as to obtain the second rendering result.
14. The apparatus of claim 8, wherein the three-dimensional virtual cloud model is transformed from one of the following models: a three-dimensional virtual ship model, a three-dimensional virtual flight model and a three-dimensional virtual building model.
15. A storage medium, characterized in that the storage medium has stored therein a computer program, wherein the computer program is arranged to execute the method of processing a three-dimensional virtual cloud model according to any of the claims 1 to 7 at run-time.
16. A processor, characterized in that the processor is adapted to run a program, wherein the program is arranged to execute the method of processing a three-dimensional virtual cloud model as claimed in any of the claims 1 to 7 at run-time.
17. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of processing a three-dimensional virtual cloud model as claimed in any of the claims 1 to 7.
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